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game-build-log-triage游戏构建日志分类

Agent Skill

game-build-log-triage 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,126

周安装

46

GitHub Stars

11

下载量

361
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-build-log-triage(游戏构建日志分类)
来源仓库:https://github.com/akillness/oh-my-skills
仓库路径:skills/game-build-log-triage
安装命令:
npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage

简介

用于查找、检索和筛选相关信息,支持基于关键词快速定位候选结果。

  • 适用于在游戏构建过程中根据日志关键词快速定位问题或解决方案时。
  • 安装方式:GitHub 仓库,命令为 npx skills add akillness/oh-my-skills --skill game-build-log-triage。
  • 使用前建议核对原始 README 以确认具体功能和使用方法。
  • 注意权限范围和维护状态,避免触发联网、命令执行或文件读写操作。

SKILL.md

Game Build Log Triage

Use this skill to turn noisy Unity and Unreal logs into a short, prioritized debugging brief.

The goal is not to explain every line. The goal is to find the first non-cascading failure, identify the most likely subsystem, and tell the user what to inspect next.

Read references/engine-patterns.md before classifying unfamiliar engine-specific errors.

If the user is not asking about one failing log but about repeated CI instability, cache policy, packaging workflow shape, or release automation for Unity/Unreal projects, route that broader workflow design work to game-ci-cd-pipeline after or alongside this triage.

When to use this skill

  • Unity build, import, compile, package, or play-mode startup failures
  • Unreal build, UBT/UHT, cook, package, shader, plugin, or module failures
  • CI logs from game projects where the raw output is long and noisy
  • Asset moves, redirectors, missing references, .meta/GUID, module, or plugin breakages
  • Users who provide Editor.log, package output, BuildCookRun logs, stack traces, or console excerpts and want the next debugging steps

Instructions

Step 1: Confirm the engine and log scope

  1. Detect whether the material is mainly Unity, Unreal, or mixed/unknown.
  2. Record the log source when visible:

- Unity: Editor.log, Console output, package manager output, player build output, CI transcript - Unreal: UBT/UHT output, cook/package logs, Output Log, Message Log, crash log, CI transcript

  1. Identify the time window or failing command if present.
  2. If the log is huge, focus first on:

- lines containing error, exception, fatal, failed, UHT, UBT, NullReferenceException, MissingReferenceException, Cook failed, AutomationTool exiting, Script compilation error - the first error cluster before a flood of repeated follow-on errors

Step 2: Find the first actionable failure

Work top-down and separate root-cause candidates from cascade noise.

Use this decision order:

  1. Hard stop / fatal line — first line that clearly aborts the run
  2. Configuration or dependency blocker — missing module, SDK, package, plugin, target, or assembly definition
  3. Compile/reflection blocker — C# compiler error, UHT/UBT error, macro/reflection issue, missing symbol, duplicate class, circular dependency
  4. Asset/reference blocker — missing asset, redirector fallout, GUID/meta mismatch, bad import, broken prefab/Blueprint reference
  5. Environment/platform blocker — Android/iOS/console SDK issue, signing/provisioning, toolchain path, unsupported target
  6. Secondary noise — repeated exceptions, retries, or downstream "could not complete" messages

Do not summarize 20 symptoms as if they are 20 causes.

Step 3: Classify the failure bucket

Map the log to one primary bucket and optional secondary bucket.

Primary buckets

  • compile-code
  • compile-reflection
  • asset-reference
  • package-plugin-config
  • platform-sdk
  • build-pipeline-state
  • runtime-startup
  • unknown-needs-more-context

Typical Unity mappings

  • CS0246, CS0103, Assembly has reference to non-existent assemblycompile-code or package-plugin-config
  • MissingReferenceException, NullReferenceException during import/build, missing GUID/meta issues → asset-reference
  • Package Manager resolution failures, invalid asmdef references, scripting define mismatch → package-plugin-config
  • Android SDK/JDK/Gradle/Xcode signing failures → platform-sdk

Typical Unreal mappings

  • Unable to instantiate module, missing plugin/module, bad .Build.cs, target rules failures → package-plugin-config
  • UHT/UObject/reflection macro errors, generated code issues → compile-reflection
  • Cook failed, missing content, redirector/moved asset fallout → asset-reference or build-pipeline-state
  • Visual Studio/toolchain/SDK/platform packaging blockers → platform-sdk

Step 4: Produce the triage brief

Return a concise report with this exact structure:

# Game Log Triage

## Engine
- Unity | Unreal | Mixed/Unknown

## Log scope
- Source: ...
- Failing command/stage: ...
- Confidence: high | medium | low

## First actionable failure
- Line or excerpt: `...`
- Why it matters: ...
- Why later errors look secondary: ...

## Classification
- Primary bucket: ...
- Secondary bucket: ...

## Most likely root cause
- 1-3 sentence explanation grounded in the log

## Next checks
1. ...
2. ...
3. ...

## Files / settings to inspect
- ...
- ...
- ...

## Safe follow-up commands

optional read-only inspection commands only


## What not to do yet

- Avoid shotgun cleanup or broad asset deletion until the primary blocker is verified

Step 5: Tailor the next checks to the engine

For Unity, prefer checks like:

  • Packages/manifest.json, Packages/packages-lock.json
  • .asmdef references and scripting define symbols
  • ProjectSettings/, platform build settings, signing/toolchain paths
  • recent asset moves, .meta files, GUID stability, prefab/scene references
  • the first compiler error before any NullReferenceException flood

For Unreal, prefer checks like:

  • .uproject, plugin enablement, Source/*/*.Build.cs, target files
  • first UBT/UHT error before package/cook fallout
  • redirectors, missing assets, moved content, generated code mismatches
  • platform SDK/toolchain prerequisites and AutomationTool stage
  • whether the failure started after renaming classes/assets or changing modules/plugins

Step 6: Escalate carefully when evidence is weak

If the log excerpt is too short or starts mid-cascade:

  1. Say that confidence is low.
  2. Ask for the earliest error cluster or the failing command section.
  3. List the minimum extra context required:

- first 50-150 lines around the first error - engine version - target platform - whether the breakage followed code/package/asset/plugin changes

Do not pretend certainty from a truncated excerpt.

Output format

Always return a short debugging brief, not a stream-of-consciousness analysis.

Required qualities:

  • prioritize the first actionable blocker
  • separate root cause from cascade noise
  • keep the report under roughly 250-400 words unless the user asks for more
  • include file paths/settings to inspect when the engine suggests them
  • keep shell suggestions read-only unless the user explicitly asks for fixes

Examples

Example 1: Unity compile + package drift

Input

Unity build failed after we updated a package. The log shows CS0246: The type or namespace name 'InputSystem' could not be found and then dozens of NullReferenceException lines.

Output sketch

  • Engine: Unity
  • First actionable failure: CS0246 for InputSystem
  • Classification: package-plugin-config
  • Root cause: package or asmdef reference drift is blocking compilation; the later null refs are likely fallout from the failed compile/import state
  • Next checks:

1. confirm Packages/manifest.json still includes the Input System package 2. inspect asmdef references for the affected assembly 3. verify scripting define symbols or package migration notes

Example 2: Unreal cook failure after asset moves

Input

Unreal cook started failing after we renamed folders. The log shows Cook failed and multiple missing asset warnings.

Output sketch

  • Engine: Unreal
  • First actionable failure: earliest missing asset / redirector-related line before Cook failed
  • Classification: asset-reference
  • Root cause: moved content likely left broken references or redirectors that were not fixed up before cook
  • Next checks:

1. inspect moved asset paths and redirectors 2. run a read-only audit of referenced missing assets from the log 3. verify whether plugin/content paths changed with the rename

Example 3: Unreal UHT blocker

Input

CI says UnrealHeaderTool failed after a refactor.

Output sketch

  • Engine: Unreal
  • First actionable failure: first UHT reflection/macros error, not later AutomationTool exit lines
  • Classification: compile-reflection
  • Root cause: header/reflection metadata mismatch during generated code step
  • Next checks:

1. inspect the referenced header and macro usage 2. compare recent renamed classes or moved modules 3. verify generated-code dependencies in the owning module

Best practices

  1. Lead with the earliest blocker — game-engine logs cascade badly.
  2. Name the subsystem — compile, reflection, asset/reference, plugin/config, or platform SDK.
  3. Prefer specific inspection targets over generic advice like "rebuild everything."
  4. Keep remediation safe-first — read-only commands and targeted checks before destructive cleanup.
  5. Treat asset moves as high-suspicion events in both engines.
  6. Explain confidence when the excerpt is partial or noisy.
  7. Use engine language the team already uses: asmdef, GUID/meta, UBT/UHT, redirectors, BuildCookRun, etc.

References

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.31%
按下载量换算124

Claude

31.97%
按下载量换算115

Cursor

20.51%
按下载量换算74

Gemini CLI

8.84%
按下载量换算32

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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